For all those games that happen to not be BrikWars
Moderators: Timedude, Olothontor
-
Arkbrik
- Clown-Face Bologna

- Posts: 2143
- Joined: Fri Aug 01, 2008 7:18 am
- Location: Sweden
Post
by Arkbrik » Sat Sep 09, 2017 4:32 am
I'm working on a game called
Elements Torn.
It is a tactical RPG where you control a party of mages, casting elemental spells to fight enemies.
You need to use clever positioning and cast the right spell at the right time to succeed.
The game is in alpha right now, and I've just finished a demo of the first game world. You can download it here:
https://arkbrik.itch.io/elements-torn-dd16
I'm interested in what you think about it!
-
Tzan
- Has anyone ever used those holes before?

- Posts: 4802
- Joined: Sun Dec 30, 2007 4:41 pm
- Location: Boston
Post
by Tzan » Sat Sep 09, 2017 12:39 pm
So your combat method is similar to the Final Fantasy way, not exact but you know what I mean.
I only played the first few FF games and I never really liked that way.
Child of Light has a similar way to FF, but I like it more.
So if you have never played Child of Light, grab it on Steam.
I played 41 hours, most people play faster than me.
Looks like you've done <a href='http://tinyurl.com/y42zurt'>alot</a> of work here already, nice job!
-
Zupponn
- if you give us money we will give you product

- Posts: 5615
- Joined: Mon Mar 21, 2011 6:15 pm
- Location: Back in Wisconsin!
Post
by Zupponn » Sat Sep 09, 2017 8:02 pm
Is this a Tactical RPG or a Turn-Based RPG? It looks more like a Turn-Based RPG to me.
-
Duerer
- Forum Champion 2016-2017

- Posts: 2920
- Joined: Sat May 03, 2014 11:22 am
Post
by Duerer » Sun Sep 10, 2017 2:17 am
Looking cool, so far. What engine or programming language did you use?
-
Arkbrik
- Clown-Face Bologna

- Posts: 2143
- Joined: Fri Aug 01, 2008 7:18 am
- Location: Sweden
Post
by Arkbrik » Sun Sep 10, 2017 4:25 am
Tzan: Thanks!
Zupponn: It is turn-based. But what is your definition of a tactical RPG?
Duerer: Game Maker Studio.
-
Duerer
- Forum Champion 2016-2017

- Posts: 2920
- Joined: Sat May 03, 2014 11:22 am
Post
by Duerer » Sun Sep 10, 2017 5:08 am
Arkbrik wrote:Duerer: Game Maker Studio.
Aw yeah, that takes me back to when I used to do shitty games with GM like about 10 years ago, good times!
-
Arkbrik
- Clown-Face Bologna

- Posts: 2143
- Joined: Fri Aug 01, 2008 7:18 am
- Location: Sweden
Post
by Arkbrik » Sun Sep 10, 2017 8:33 am
I've been using a naturalistic, large level design for the game so far, but after feedback on the demo (boring walking and annoying trees) I've been thinking about switching over to a Pokémon style instead, with small levels and clearly grid-based terrain.
What do you think? Left or right?
-
Duerer
- Forum Champion 2016-2017

- Posts: 2920
- Joined: Sat May 03, 2014 11:22 am
Post
by Duerer » Sun Sep 10, 2017 9:28 am
dunno, I actually like the mouse-controlled walking in that one. The more naturalistic looking terrain was a bit annoying at first but it looks better than the artificial Pokémon-esque layout.
-
Tzan
- Has anyone ever used those holes before?

- Posts: 4802
- Joined: Sun Dec 30, 2007 4:41 pm
- Location: Boston
Post
by Tzan » Sun Sep 10, 2017 11:00 am
Arkbrik wrote:Zupponn: It is turn-based. But what is your definition of a tactical RPG?
When I read that I think Tactics style.
So that means
FF Tactics
Fallout Tactics
Wasteland2
Divinity2 ( just a few more days to wait

)
So maybe free movement, then combat is on a grid, and your position is important.
-
Zupponn
- if you give us money we will give you product

- Posts: 5615
- Joined: Mon Mar 21, 2011 6:15 pm
- Location: Back in Wisconsin!
Post
by Zupponn » Sun Sep 10, 2017 11:55 am
Tzan wrote:Arkbrik wrote:Zupponn: It is turn-based. But what is your definition of a tactical RPG?
When I read that I think Tactics style.
So that means
FF Tactics
Fallout Tactics
Wasteland2
Divinity2 ( just a few more days to wait

)
So maybe free movement, then combat is on a grid, and your position is important.
Yeah. Fire Emblem and Shining Force are also good examples.